Perancangan Mainan Kolektibel Dengan Integrasi Media Digital Sebagai Sarana Pengenalan Kesenian Budaya Topeng Malang Untuk Generasi Z

Zeta, Delvira Damara Zeta (2026) Perancangan Mainan Kolektibel Dengan Integrasi Media Digital Sebagai Sarana Pengenalan Kesenian Budaya Topeng Malang Untuk Generasi Z. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Kesenian Wayang Topeng Malang merupakan warisan budaya tradisional Jawa Timur yang memiliki nilai estetika, simbolik, dan filosofis tinggi, khususnya melalui cerita Panji. Namun, tingkat pengenalan Topeng Malang di kalangan masyarakat luas, terutama generasi Z, masih tergolong rendah akibat perubahan pola konsumsi hiburan yang didominasi media digital dan budaya populer global. Penelitian ini bertujuan untuk merancang mainan kolektibel dengan integrasi media digital sebagai sarana pengenalan kesenian budaya Topeng Malang yang relevan dengan karakter dan preferensi generasi Z. Metode perancangan dilakukan melalui pengumpulan data primer berupa kuesioner dan wawancara dengan target pengguna dan seniman Topeng Malang, serta data sekunder melalui studi literatur terkait budaya, media digital, dan tren produk mainan kolektibel. Hasil perancangan berupa konsep adaptasi visual karakter Topeng Malang ke dalam produk fisik mainan kolektibel yang dipadukan dengan media digital interaktif, seperti game, guna menciptakan pengalaman yang lebih interaktif. Perancangan ini tetap mempertahankan elemen visual dan nilai budaya utama Topeng Malang, namun dikemas dengan gaya desain populer dan kontemporer agar mudah diterima oleh generasi Z. Pendekatan ini diharapkan mampu meningkatkan ketertarikan awal, memperluas jangkauan audiens, serta mendukung keberlanjutan pengenalan kesenian Topeng Malang secara kontekstual dan berkelanjutan.
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Wayang Topeng Malang is a traditional cultural heritage of East Java that has high aesthetic, symbolic, and philosophical values, especially through the Panji story. However, the level of recognition of Topeng Malang among the wider community, especially generation Z, is still relatively low due to changes in entertainment consumption patterns dominated by digital media and global popular culture. This study aims to design collectible toys with digital media integration as a means of introducing Topeng Malang cultural arts that are relevant to the character and preferences of generation Z. The design method is carried out through collecting primary data in the form of questionnaires and interviews with target users and Topeng Malang artists, as well as secondary data through literature studies related to culture, digital media, and trends in collectible toy products. The design results in the form of a visual adaptation concept of Topeng Malang characters into collectible physical toy products combined with digital interactive media, such as games, to create a more interactive experience. This design still maintains the visual elements and core values of Topeng Malang culture, but is packaged in a popular and contemporary design style to be easily accepted by generation Z. This approach is expected to increase initial interest, expand audience reach, and support the desire to get to know Topeng Malang art in a contextual and sustainable manner.

Item Type: Thesis (Other)
Uncontrolled Keywords: Mainan kolektibel, Media digital, Topeng Malang, Generasi Z, Perancangan produk, Pelestarian budaya, Adaptasi visual, Collectible toys, Digital media, Topeng Malang, Generation Z, Product design, Cultural preservation, Visual adaptation
Subjects: N Fine Arts > NC Drawing Design Illustration
N Fine Arts > NK Decorative arts Applied arts Decoration and ornament > NK1535.B3 Design
N Fine Arts > NK Decorative arts Applied arts Decoration and ornament > NK3600 Other arts and art industries
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Product Design > 90231-(S1) Undergraduate Thesis
Depositing User: Delvira Damara Zeta
Date Deposited: 31 Jul 2026 00:58
Last Modified: 31 Jul 2026 00:58
URI: http://repository.its.ac.id/id/eprint/140154

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